1/14/2024 0 Comments Gamemaker palette swap![]() ![]() ![]() Finally that result is multiplied by the value. The RGB hue is calculated and then this value is mixed with white to apply the saturation. ![]() The code to convert from HSV to RGB is more straightforward. Find the difference between the highest and lowest RGB for saturation Sort red-green-blue channels (highest to lowest) Sort green-blue channels (highest to lowest) Near-zero epsilon (to avoid division by 0.0) The final code to convert from RGB to HSV is written quite compactly and looks like this: vec3 hsv(vec3 c) This is why the function sorts the RGB channels first. It can be shown that the hue of any color is equal to the maximum minus the minimum of the RGB channels. Starting at red and rotating clockwise you once again see the colors red, orange, yellow, green, blue, indigo, violet. The RGB cube seen from a different perspective As a result passing a value of 1 for brightness will give no change. (Notice that the vec3(0.5) means a color of 50% gray, in GameMaker this corresponds to the built-in c_gray color constant.)Ī value of 1 is subtracted from u_brightness. The color with the brightness value added to all the components is mixed with a grayscale value using the contrast which is finally multiplied by the vertex color. The main code to adjust brightness and contrast is fairly basic:Ĭolor.rgb = mix(vec3(0.5), color.rgb + u_brightness - 1.0, u_contrast) Contrast refers to the difference in brightness between the brightest and darkest elements. Brightness refers to the overall "lightness" of an image. You can also make some changes and play around a bit!īrightness and contrast are two basic properties of an image. If you are looking for an example project to follow along with this tutorial then feel free to use the GM Shaders Base project and have a look at the code. Today we'll go over brightness, contrast, hue shifting, converting between the RGB and HSV color spaces and LUT color grading. ![]()
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